So now that we have some stats (*subject to change) for the Vesta, I was giving some consideration to a build for one of my characters.
I should note that this is an RP character, whose mission is "border patrol" and so this may not be a min-max build, but this is what I am considering.
Would love some feedback!
Bridge Officers
Commander Science: Polarize Hull 1, Tractor Beam II, Feedback Pulse II, Viral Matrix II/III
Priority 1: Aux
Priority 2: Shields
Priority 3: Weapons
Priority 4: Engines
So the idea with this build is to create a sort of "destoryer" type ship. Has some teeth, not as much as an escort however, has some tankiness, but not as much as a cruiser, while using my science abilities to defend (Polarize Hull), drop shields and snare (Tractor Beam), increase damage (Feedback Pulse) and give me an "out" if things go south (Viral Matrix).
Again, this might not be the "ultimate" build for these ships, but it's the build I am considering. Would love to hear from the build experts on where I might have some issues with this build, or where I might want to consider some changes.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
I'm guessing you can have only one Aux powered cannon per ship, as it is with most other special ship weapons ([Arc] Quantum, Bio-neural Warhead, etc.). It would be interesting if you could.
TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.
As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.
Is there an advantage to having (2) Tac Team 1 abilities? Don't they share a cooldown?
TT triggers a 30-second cooldown for itself and a 15-second global cooldown for any other 'team' skills (Tactical Team, Science Team, Engineering Team).
I'm guessing you can have only one Aux powered cannon per ship, as it is with most other special ship weapons ([Arc] Quantum, Bio-neural Warhead, etc.). It would be interesting if you could.
TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.
As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.
Ahhh good catch on the Engineering console.
As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.
Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.
Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.
ADHC being able to be equipped multiple fore is interesting, the question would then be how using them and Sci abilities at the same time would do to both, with regards to power levels/damage/effect.
Not very familiar with mines as they are now (buffed mid-season 6 IIRC), but I found Tricobalt (2x due to cooldown) mines plus Dispersal Pattern Beta I (2x Trics for that rank) a pretty decent finishing move on a Sci ship. There are people advocating having mines on escorts now, so definitely worth playing with to see what they can do, particularly if you can fit one of the higher ranks of DPB in somewhere.
Red Matter Capacitor, Subspace Field Modulator, AUX batteries
You left Spacedock without a tractor beam? :P
An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.
Quads should be able to be fitted on anything that 'can take cannons' (this includes fighters). Anyone with Quads on Tribble care to confirm (should say "Multi-Mission Science Vessel" on the ship type of the tooltip if so)?
anything that can carry dual heavies can use quads
I don't know if this has changed since the patch, but the Quad Cannons (phaser) are limited to Escorts and Dreadnoughts and the Heavy Destroyer (the Chimera) only, at least according to the Wiki (which is sometimes out of date, I know). I take my Quad Cannons to every escort I use, but I haven't been able to use them on a non-escort.
Maybe they'll update the Vesta to use it, but since it's ostensibly a science or science-like ship I doubt they'll allow it.
I don't know if this has changed since the patch, but the Quad Cannons (phaser) are limited to Escorts and Dreadnoughts and the Heavy Destroyer (the Chimera) only, at least according to the Wiki (which is sometimes out of date, I know). I take my Quad Cannons to every escort I use, but I haven't been able to use them on a non-escort.
Maybe they'll update the Vesta to use it, but since it's ostensibly a science or science-like ship I doubt they'll allow it.
Which non-escort non-dreadnought did you try them on Fed side? The only other ship types that I can think of that you didn't list that can take duals Fed side are fighters and maybe the Atrox.
Comments
Hmmm, hadn't considered that.
Essentially, turn the ship into a massive splash damage generator, with the combination of CSV 1, Torp Spread 3 and Feedback Pulse.
Definitely something to consider.
Is there an advantage to having (2) Tac Team 1 abilities? Don't they share a cooldown?
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.
As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.
TT triggers a 30-second cooldown for itself and a 15-second global cooldown for any other 'team' skills (Tactical Team, Science Team, Engineering Team).
Ahhh good catch on the Engineering console.
As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.
Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
ADHC being able to be equipped multiple fore is interesting, the question would then be how using them and Sci abilities at the same time would do to both, with regards to power levels/damage/effect.
Not very familiar with mines as they are now (buffed mid-season 6 IIRC), but I found Tricobalt (2x due to cooldown) mines plus Dispersal Pattern Beta I (2x Trics for that rank) a pretty decent finishing move on a Sci ship. There are people advocating having mines on escorts now, so definitely worth playing with to see what they can do, particularly if you can fit one of the higher ranks of DPB in somewhere.
I'm looking at this build for mine based on my Heavy Destroyer and swapping out Anti Proton weapons for Phasers.
Bridge Officers
Commander Science: Polarize Hull 1, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III
Lieutenant Commander Universal: (Tac) Torp Spread 1, Torp High Yield 2, CRF 2
Lieutenant Tactical: Tac Team I, CRF 1
Lieutenant Engineering: Eng Team 1, Direct Energy Modulation 1
Ensign Universal: (Eng) EPtS 1
DOFF Assignments
1 Rare Energy Weapons Officer (Cannon abilities)
1 Very Rare Conn Officer (Tac Team recharge)
1 Very Rare Projectile Weapons Officer (Torp Launcher recharge)
1 Very Rare Deflector Officer (Deflector Abilities recharge)
1 Borg Space Tholian (for STFs) or swap out to something else like the Gravametric Officer
Weapons
Fore: Aux Dual Heavy Phaser Cannon, MK XII Borg Quantum Torpedo Launcher, Quad Phaser Cannons
Aft: Phaser Turret x 2, Quantum Torp Launcher (180 degree arc version)
Consoles
Rademaker Layout
Tactical: 3 Phaser Relays MK XII Rare
Engineering: MK XII Rare Neutronium armor, Theta Radiation Console
Science: MK XII Rare Shield Emitter Array, MK XII Rare Shield Emitter Amplifier, Borg Universal Console, Tachyokinetic Console
Energy Settings
Priority 1: Aux (25)
Priority 2: Shields (50)
Priority 3: Weapons (100)
Priority 4: Engines (25)
Ship Equipment
MK XII MACO Shield
Borg Deflector & Engines
Red Matter Capacitor, Subspace Field Modulator, AUX batteries
You left Spacedock without a tractor beam? :P
An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
Quads should be able to be fitted on anything that 'can take cannons' (this includes fighters). Anyone with Quads on Tribble care to confirm (should say "Multi-Mission Science Vessel" on the ship type of the tooltip if so)?
Rear Admiral , Engineering Division
U.S.S. Sheffield N.C.C. 92016
Thanks for the info
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
Yep... cuz the 3 piece Borg set will have it in Season 7... by default.
I usually get 60 to 62 on AUX power and the EPS power transfer ability as an engineer will help.
Oh, Quad Cannons can be slotted I believe: http://www.stowiki.org/Quad_Cannons
I don't know if this has changed since the patch, but the Quad Cannons (phaser) are limited to Escorts and Dreadnoughts and the Heavy Destroyer (the Chimera) only, at least according to the Wiki (which is sometimes out of date, I know). I take my Quad Cannons to every escort I use, but I haven't been able to use them on a non-escort.
Maybe they'll update the Vesta to use it, but since it's ostensibly a science or science-like ship I doubt they'll allow it.
Which non-escort non-dreadnought did you try them on Fed side? The only other ship types that I can think of that you didn't list that can take duals Fed side are fighters and maybe the Atrox.